lowrey Posted April 9, 2015 Report Share Posted April 9, 2015 - VJ -, on 02 Mar 2015 - 2:20 PM, said: - VJ -, on 02 Mar 2015 - 2:20 PM, said: Post your scripts.log found in your battlteye folder Dude! Paste your rtp logs for us! Then we can help! There is my DLC LSloot.sqf If offers maximum spawn chance but may be over kill from you none DLC players! // Lootspawner junction lists for classes to spawn-/lootable items // Author: Na_Palm (BIS forums) //------------------------------------------------------------------------------------- //here place Weapons an usable items (ex.: Binocular, ...) //used with addWeaponCargoGlobal //"lootWeapon_list" array of [class, [weaponlist]] // class : 0-civil, 1-military, ... (add more as you wish) // weaponlist : list of weapon names lootWeapon_list = [ [ 0, [ // CIVIL "arifle_MK20C_F", "arifle_MK20_F", "arifle_TRG20_F", "arifle_TRG21_F", "Binocular", "hgun_ACPC2_F", "hgun_P07_F", "hgun_PDW2000_F", "hgun_Rook40_F", "SMG_01_F", // Vermin .45 ACP "SMG_02_F", // Sting 9mm "srifle_EBR_F" //"arifle_SDAR_F", ]],[ 1, [ // MILITARY //Markmans DLC Machine "MMG_01_hex_F", "MMG_01_tan_F", "MMG_02_camo_F", "MMG_02_black_F", "MMG_02_sand_F", //Marksman DLC sniper rifles "srifle_DMR_02_F", "srifle_DMR_02_camo_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_03_khaki_F", "srifle_DMR_03_tan_F", "srifle_DMR_03_multicam_F", "srifle_DMR_03_woodland_F", "srifle_DMR_03_spotter_F", "srifle_DMR_04_Tan_F", "srifle_DMR_05_blk_F", "srifle_DMR_05_hex_F", "srifle_DMR_05_tan_f", "srifle_DMR_06_camo_F", "srifle_DMR_06_olive_F", //marksman DLC End "arifle_Katiba_C_F", "arifle_Katiba_F", "arifle_Katiba_GL_F", "arifle_Mk20C_F", "arifle_Mk20_F", "arifle_Mk20_GL_F", "arifle_MXC_F", "arifle_MXM_F", "arifle_MX_F", "arifle_MX_GL_F", "arifle_MX_SW_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "arifle_TRG21_GL_F", "Binocular", "hgun_ACPC2_snds_F", "hgun_P07_snds_F", "hgun_PDW2000_F", "hgun_Rook40_snds_F", "LMG_Mk200_F", "LMG_Zafir_F", "Rangefinder", "SMG_01_F", // Vermin .45 ACP "SMG_02_F", // Sting 9mm "srifle_EBR_F", "srifle_GM6_F", "srifle_LRR_F" ]],[ 2, [ // INDUSTRIAL // Marksman DLC sniper rifles "srifle_DMR_02_F", "srifle_DMR_02_camo_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_03_khaki_F", "srifle_DMR_03_tan_F", "srifle_DMR_03_multicam_F", "srifle_DMR_03_woodland_F", "srifle_DMR_03_spotter_F", "srifle_DMR_04_Tan_F", "srifle_DMR_05_blk_F", "srifle_DMR_05_hex_F", "srifle_DMR_05_tan_f", "srifle_DMR_06_camo_F", "srifle_DMR_06_olive_F", //marksman DLC End "arifle_Katiba_C_F", "arifle_Mk20C_F", "arifle_Mk20_F", "arifle_MXC_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "Binocular", "SMG_01_F", // Vermin .45 ACP "SMG_02_F" // Sting 9mm ]],[ 3, [ // RESEARCH "arifle_Katiba_GL_F", "arifle_MXC_F", "arifle_MXM_F", "arifle_MX_GL_F", "Rangefinder", "srifle_GM6_F", "srifle_LRR_F" ]]]; //here place magazines, weaponattachments and bodyitems(ex.: ItemGPS, ItemMap, Medikit, FirstAidKit, Binoculars, ...) //used with addMagazineCargoGlobal //"lootMagazine_list" array of [class, [magazinelist]] // class : 0-civil, 1-military, ... (add more as you wish) // magazinelist: list of magazine names lootMagazine_list = [ [ 0, [ // CIVIL "16Rnd_9x21_Mag", "20Rnd_556x45_UW_mag", "20Rnd_762x51_Mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "30Rnd_9x21_Mag", "9Rnd_45ACP_Mag", "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow", "HandGrenade" ]],[ 1, [ // MILITARY //Marksman DLC Ammo "10Rnd_338_Mag", "10Rnd_127x54_Mag", "150Rnd_93x64_Mag", "10Rnd_93x64_DMR_05_Mag", //Marksman DLC End "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag_Tracer", "150Rnd_762x51_Box", "150Rnd_762x51_Box_Tracer", "16Rnd_9x21_Mag", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box_Tracer", "20Rnd_556x45_UW_mag", "20Rnd_762x51_Mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_9x21_Mag", "5Rnd_127x108_Mag", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "7Rnd_408_Mag", "9Rnd_45ACP_Mag", "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow", "HandGrenade", "MiniGrenade", "SatchelCharge_Remote_Mag" ]],[ 2, [ // INDUSTRIAL //Marksman DLC "10Rnd_338_Mag", "10Rnd_127x54_Mag", "150Rnd_93x64_Mag", "10Rnd_93x64_DMR_05_Mag", //Marksman DLC End "20Rnd_556x45_UW_mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Yellow", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_9x21_Mag", "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow" ]],[ 3, [ // RESEARCH "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_65x39_caseless_green", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "30Rnd_65x39_caseless_green", "5Rnd_127x108_Mag", "7Rnd_408_Mag" ]]]; //here place hats, glasses, clothes, uniforms, vests //used with addItemCargoGlobal //"lootItem_list" array of [class, [itemlist]] // class : 0-civil, 1-military, ... (add more as you wish) // itemlist : list of item names lootItem_list = [ [ 0, [ // CIVIL "acc_flashlight", "FirstAidKit", "FirstAidKit", "FirstAidKit", "muzzle_snds_acp", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", // .45 ACP "muzzle_snds_L", // 9mm "optic_Aco", "optic_ACO_grn", "optic_aco_smg", "optic_Holosight", "optic_Holosight_smg", "ItemMap", "ItemRadio", "ItemCompass", "ItemWatch" ]],[ 1, [ // MILITARY "acc_flashlight", "acc_pointer_IR", "ItemCorrugated", "EnergyPack", "Repair_EPOCH", "Heal_EPOCH", "MultiGun", "ItemGPS", "Medikit", "muzzle_snds_acp", // .45 ACP "muzzle_snds_B", // 7.62mm "muzzle_snds_H", // 6.5mm "muzzle_snds_H_MG", // 6.5mm LMG "muzzle_snds_L", // 9mm "muzzle_snds_M", // 5.56mm //Marksman DLC Muzzles "muzzle_snds_338_black", "muzzle_snds_338_green", "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", //Marksman DLC End "NVGoggles", "optic_Aco", "optic_ACO_grn", "optic_aco_smg", "optic_Arco", "optic_Hamr", "optic_Holosight", "optic_Holosight_smg", "optic_Nightstalker", "optic_NVS", "optic_SOS", //Marksman DLC Items "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", "bipod_01_F_snd", "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_02_F_blk", "bipod_02_F_tan", "bipod_02_F_hex", "bipod_03_F_blk", "bipod_03_F_oli" //Marksman DLC End ]],[ 2, [ // INDUSTRIAL //Marksman DLC "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", //Marksman DLC "bipod_01_F_snd", "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_02_F_blk", "bipod_02_F_tan", "bipod_02_F_hex", "bipod_03_F_blk", "bipod_03_F_oli", //Marksman DLC End "FirstAidKit", "FirstAidKit", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "ItemCompass", "ItemMap", "ItemWatch" ]],[ 3, [ // RESEARCH //Marksman DLC "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", //Marksman DLC End "FirstAidKit", "FirstAidKit", "FirstAidKit", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "ItemGPS", "Medikit", "NVGoggles", "optic_Nightstalker", "optic_NVS", "optic_SOS" ]]]; //here place backpacks, parachutes and packed drones/stationary //used with addBackpackCargoGlobal //"lootBackpack_list" array of [class, [backpacklist]] // class : 0-civil, 1-military, ... (add more as you wish) // backpacklist: list of backpack names lootBackpack_list = [ [ 0, [ // CIVIL "smallbackpack_teal_epoch", // 64 Mags "smallbackpack_green_epoch", "smallbackpack_red_epoch", "smallbackpack_pink_epoch" ]],[ 1, [ // MILITARY "B_AssaultPack_cbr", "B_AssaultPack_mcamo", "B_AssaultPack_ocamo", "B_AssaultPack_rgr" ]],[ 2, [ // INDUSTRIAL //Marksman DLC "U_O_FullGhillie_lsh", "U_O_FullGhillie_sard", "U_O_FullGhillie_ard", //Marksman DLC End "B_AssaultPack_sgg", "B_Carryall_cbr", "B_Carryall_oli", "B_Carryall_oucamo" ]],[ 3, [ // RESEARCH "B_FieldPack_blk", "B_FieldPack_cbr", "B_FieldPack_khk", "B_FieldPack_ocamo" ]]]; //here place any other objects(ex.: Land_Basket_F, Box_East_Wps_F, Land_Can_V3_F, ...) //used with createVehicle directly //"lootworldObject_list" array of [class, [objectlist]] // class : 0-civil, 1-military, ... (add more as you wish) // objectlist : list of worldobject names lootworldObject_list = [ [ 0, [ // CIVIL "WhiskeyNoodle", "Hatchet", "MeleeSledge", "ItemLockBox", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "ChainSaw" // Jerrycan ]],[ 1, [ // MILITARY "ItemSodaOrangeSherbet", "ItemSodaRbull", "sardines_epoch", "meatballs_epoch", "scam_epoch", "sweetcorn_epoch", "emptyjar_epoch", "CircuitParts" // repairkit ]],[ 2, [ // INDUSTRIAL "ItemSodaOrangeSherbet", "ItemSodaRbull", "sardines_epoch", "meatballs_epoch", "scam_epoch", "sweetcorn_epoch", "emptyjar_epoch" // repairkit ]],[ 3, [ // RESEARCH "ItemSodaOrangeSherbet", "ItemSodaRbull", "sardines_epoch", "meatballs_epoch", "scam_epoch", "sweetcorn_epoch", "emptyjar_epoch" // repairkit ]]]; Happy hunting! Mike Prof.Heini 1 Link to comment Share on other sites More sharing options...
Cameltoe Posted April 11, 2015 Report Share Posted April 11, 2015 Hey Suppe, First of all this script is awesome and its nice to have it separate from mission file, also the standard Lspawner was a mess full of base arma3 loot so its good to have epoch only gear list. Anyway I've been playing with this script for couple days trying to get it right, one thing i was wondering about is how would i go about having the gun spawn with say 1-3 clips of the ammo it uses? I've noticed some servers have loot spawn this way but not sure. Would something like this work? lootWeapon_list = [ [ 0, [ // CIVIL "arifle_MK20C_F" "30Rnd_556x45_Stanag", "arifle_MK20_F", "arifle_TRG20_F", "arifle_TRG21_F", "Binocular", //counts as weapon "hgun_ACPC2_F", "hgun_P07_F", "hgun_PDW2000_F", "hgun_Rook40_F", "SMG_01_F", "SMG_02_F", "srifle_EBR_F" I would love to know this aswell! And does somebody know, where to look at how much loot per spot is generated? Link to comment Share on other sites More sharing options...
Suppe Posted April 11, 2015 Author Report Share Posted April 11, 2015 @Cameltoe ^ this dont work.... mags in magazines and not to the guns.... Link to comment Share on other sites More sharing options...
TATERx Posted April 11, 2015 Report Share Posted April 11, 2015 Not having any luck getting this to work. Done a full wipe few days ago and installed it today and no luck Loot List // Lootspawner junction lists for classes to spawn-/lootable items // Author: Na_Palm (BIS forums) //------------------------------------------------------------------------------------- //here place Weapons an usable items (ex.: Binocular, ...) //used with addWeaponCargoGlobal //"lootWeapon_list" array of [class, [weaponlist]] // class : 0-civil, 1-military, ... (add more as you wish) // weaponlist : list of weapon class names lootWeapon_list = [ [ 0, [ // CIVIL "FAK", "ItemLockBox", "arifle_MK20C_F", "arifle_MK20_F", "arifle_TRG20_F", "arifle_TRG21_F", "Binocular", //counts as weapon "hgun_ACPC2_F", "hgun_P07_F", "hgun_PDW2000_F", "hgun_Rook40_F", "SMG_01_F", "SMG_02_F", "srifle_EBR_F" ]],[ 1, [ // MILITARY "FAK", "srifle_DMR_02_F", "srifle_DMR_02_camo_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_03_khaki_F", "srifle_DMR_03_tan_F", "srifle_DMR_03_multicam_F", "srifle_DMR_03_woodland_F", "srifle_DMR_03_spotter_F", "srifle_DMR_04_Tan_F", "srifle_DMR_05_blk_F", "srifle_DMR_05_hex_F", "srifle_DMR_05_tan_f", "srifle_DMR_06_camo_F", "srifle_DMR_06_olive_F", "MMG_01_hex_F", "MMG_01_tan_F", "MMG_02_camo_F", "MMG_02_black_F", "MMG_02_sand_F", "ItemLockBox", "arifle_MXC_F", "arifle_MXM_F", "arifle_MX_F", "arifle_MX_GL_F", "arifle_MX_SW_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "arifle_TRG21_GL_F", "LMG_Mk200_F", "LMG_Zafir_F", "Rangefinder", "SMG_01_F", "SMG_02_F", "srifle_EBR_F", "srifle_GM6_F", "srifle_LRR_F" ]],[ 2, [ // INDUSTRIAL "ChainSaw", "VehicleRepairLg", "Hatchet", "MultiGun", "CircuitParts", "VehicleRepair", "ItemMixOil", "emptyjar_epoch", "jerrycan_epoch", "EnergyPack", "EnergyPackLg", "Heal_EPOCH", "Defib_EPOCH", "Repair_EPOCH "FAK", "ItemLockBox", "CinderBlocks", "MortarBucket", "ItemScraps", "ItemCorrugated", "ItemCorrugatedLg", "PartPlankPack" //"clasname" //<----Make sure last line has NO COMMA AT THE END ]],[ 3, [ // RESEARCH ]]]; //------------------------------------------------------------------------------------- //here place magazines, weaponattachments and bodyitems(ex.: ItemGPS, ItemMap, Medikit, FirstAidKit, Binoculars, ...) //used with addMagazineCargoGlobal //"lootMagazine_list" array of [class, [magazinelist]] // class : 0-civil, 1-military, ... (add more as you wish) // magazinelist: list of magazine class names lootMagazine_list = [ [ 0, [ // CIVIL "16Rnd_9x21_Mag", "20Rnd_556x45_UW_mag", "20Rnd_762x51_Mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_9x21_Mag", "9Rnd_45ACP_Mag" ]],[ 1, [ // MILITARY "10Rnd_338_Mag", "10Rnd_127x54_Mag", "150Rnd_93x64_Mag", "10Rnd_93x64_DMR_05_Mag" "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag_Tracer", "150Rnd_762x51_Box", "150Rnd_762x51_Box_Tracer", "16Rnd_9x21_Mag", "1Rnd_HE_Grenade_shell", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box_Tracer", "20Rnd_556x45_UW_mag", "20Rnd_762x51_Mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_9x21_Mag", "3Rnd_HE_Grenade_shell", "5Rnd_127x108_Mag", "7Rnd_408_Mag", "9Rnd_45ACP_Mag" ]],[ 2, [ // INDUSTRIAL "20Rnd_556x45_UW_mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_9x21_Mag" ]],[ 3, [ // RESEARCH //"clasname" //<----Make sure last line has NO COMMA AT THE END ]]]; //------------------------------------------------------------------------------------- //here place hats, glasses, clothes, uniforms, vests //used with addItemCargoGlobal //"lootItem_list" array of [class, [itemlist]] // class : 0-civil, 1-military, ... (add more as you wish) // itemlist : list of item class names lootItem_list = [ [ 0, [ // CIVIL //"classname" //<----Make sure last line has NO COMMA AT THE END ]],[ 1, [ // MILITARY //"clasname" //<----Make sure last line has NO COMMA AT THE END ]],[ 2, [ // INDUSTRIAL //"clasname" //<----Make sure last line has NO COMMA AT THE END ]],[ 3, [ // RESEARCH //"clasname" //<----Make sure last line has NO COMMA AT THE END ]]]; //------------------------------------------------------------------------------------- //here place backpacks, parachutes and packed drones/stationary //used with addBackpackCargoGlobal //"lootBackpack_list" array of [class, [backpacklist]] // class : 0-civil, 1-military, ... (add more as you wish) // backpacklist: list of backpack class names lootBackpack_list = [ [ 0, [ // CIVIL //"clasname" //<----Make sure last line has NO COMMA AT THE END ]],[ 1, [ // MILITARY //"clasname" //<----Make sure last line has NO COMMA AT THE END ]],[ 2, [ // INDUSTRIAL //"clasname" //<----Make sure last line has NO COMMA AT THE END ]],[ 3, [ // RESEARCH //"clasname" //<----Make sure last line has NO COMMA AT THE END ]]]; //------------------------------------------------------------------------------------- //here place any other objects(ex.: Land_Basket_F, Box_East_Wps_F, Land_Can_V3_F, ...) //used with createVehicle directly //"lootworldObject_list" array of [class, [objectlist]] // class : 0-civil, 1-military, ... (add more as you wish) // objectlist : list of worldobject class names lootworldObject_list = [ [ 0, [ // CIVIL ]],[ 1, [ // MILITARY ]],[ 2, [ // INDUSTRIAL ]],[ 3, [ // RESEARCH ]]]; Building List // Lootspawner junction list for buildings to classes // Author: Na_Palm (BIS forums) //------------------------------------------------------------------------------------- //"Buildingstoloot_list" array of [buildingname, class] // buildingname: building class name (in editor debug console use "typeof BIS_fnc_camera_target" // to monitor and then copy/paste or any other method you know...) // class: 0-civil, 1-military, ... (add more as you wish) // //!!!EVERY building must have only ONE entry here AND been in ONE class!!! //------------------------------------------------------------------------------------- Buildingstoloot_list = [ //["Land_Addon_01_V1_dam_F", 0], //not viable //["Land_Airport_center_F", 1], //no positions //["Land_cargo_addon01_V1_F", 0], //no positions //["Land_cargo_addon01_V2_F", 0], //no positions //["Land_cargo_addon02_V2_F", 0], //no positions //["Land_Castle_01_tower_F", 0], //no positions //["Land_Communication_anchor_F", 0], //no positions //["Land_Communication_F", 0], //no positions //["Land_dp_smallFactory_F", 2], //no positions //["Land_dp_smallTank_F", 0], //no positions //["Land_Factory_Hopper_F", 2], //no positions //["Land_Garage_V1_dam_F", 2], //not viable //["Land_ReservoirTank_Airport_F", 0], //no positions //["Land_ReservoirTower_F", 2], //no positions //["Land_Shed_Big_F", 2], //no positions //["Land_Shed_Small_F", 2], //no positions //["Land_TBox_F", 0], //no positions //["Land_TTowerBig_1_F", 2], //no positions //["Land_TTowerBig_2_F", 2], //no positions ["Land_Airport_left_F", 0], ["Land_Airport_right_F", 0], ["Land_Airport_Tower_dam_F", 2], ["Land_Airport_Tower_F", 1], ["Land_cargo_house_slum_F", 0], ["Land_Cargo_House_V1_F", 1], ["Land_Cargo_House_V2_F", 1], ["Land_Cargo_House_V3_F", 1], ["Land_Cargo_HQ_V1_F", 1], ["Land_Cargo_HQ_V2_F", 1], ["Land_Cargo_HQ_V3_F", 1], ["Land_Cargo_Patrol_V1_F", 1], ["Land_Cargo_Patrol_V2_F", 1], ["Land_Cargo_Patrol_V3_F", 1], ["Land_Cargo_Tower_V1_F", 1], ["Land_Cargo_Tower_V3_F", 1], ["Land_CarService_F", 2], ["Land_Chapel_Small_V1_F", 0], ["Land_Chapel_Small_V2_F", 0], ["Land_Chapel_V1_F", 0], ["Land_Chapel_V2_F", 0], ["Land_Crane_F", 0], ["Land_dp_bigTank_F", 2], ["Land_dp_mainFactory_F", 2], ["Land_d_Stone_Shed_V1_F", 2], ["Land_d_Windmill01_F", 0], ["Land_FuelStation_Build_F", 0], ["Land_FuelStation_Shed_F", 0], ["Land_Hangar_F", 1], ["Land_Hospital_main_F", 0], ["Land_Hospital_side1_F", 0], ["Land_Hospital_side2_F", 0], ["Land_i_Addon_02_V1_F", 0], ["Land_i_Addon_03mid_V1_F", 0], ["Land_i_Addon_03_V1_F", 0], ["Land_i_Addon_04_V1_F", 0], ["Land_i_Barracks_V1_F", 2], ["Land_i_Barracks_V2_F", 1], ["Land_i_Garage_V1_F", 2], ["Land_i_Garage_V2_F", 2], ["Land_i_House_Big_01_V1_dam_F", 0], ["Land_i_House_Big_01_V1_F", 0], ["Land_i_House_Big_01_V2_F", 0], ["Land_i_House_Big_01_V3_F", 0], ["Land_i_House_Big_02_V1_dam_F", 0], ["Land_i_House_Big_02_V1_F", 0], ["Land_i_House_Big_02_V2_F", 0], ["Land_i_House_Big_02_V3_F", 0], ["Land_i_House_Small_01_V1_dam_F", 0], ["Land_i_House_Small_01_V1_F", 0], ["Land_i_House_Small_01_V2_dam_F", 0], ["Land_i_House_Small_01_V2_F", 0], ["Land_i_House_Small_01_V3_F", 0], ["Land_i_House_Small_02_V1_dam_F", 0], ["Land_i_House_Small_02_V1_F", 0], ["Land_i_House_Small_02_V2_F", 0], ["Land_i_House_Small_02_V3_F", 0], ["Land_i_House_Small_03_V1_dam_F", 0], ["Land_i_House_Small_03_V1_F", 0], ["Land_i_Shed_Ind_F", 2], ["Land_i_Shop_01_V1_dam_F", 0], ["Land_i_Shop_01_V1_F", 0], ["Land_i_Shop_01_V2_F", 0], ["Land_i_Shop_01_V3_F", 0], ["Land_i_Shop_02_V1_dam_F", 0], ["Land_i_Shop_02_V1_F", 0], ["Land_i_Shop_02_V2_F", 0], ["Land_i_Shop_02_V3_F", 0], ["Land_i_Stone_HouseBig_V1_dam_F", 0], ["Land_i_Stone_HouseBig_V1_F", 0], ["Land_i_Stone_HouseBig_V2_F", 0], ["Land_i_Stone_HouseBig_V3_F", 0], ["Land_i_Stone_HouseSmall_V1_dam_F", 0], ["Land_i_Stone_HouseSmall_V1_F", 0], ["Land_i_Stone_HouseSmall_V2_F", 0], ["Land_i_Stone_HouseSmall_V3_F", 0], ["Land_i_Stone_Shed_V1_dam_F", 0], ["Land_i_Stone_Shed_V1_F", 0], ["Land_i_Stone_Shed_V2_F", 0], ["Land_i_Stone_Shed_V3_F", 0], ["Land_i_Windmill01_F", 0], ["Land_LightHouse_F", 0], ["Land_Lighthouse_small_F", 0], ["Land_Metal_Shed_F", 2], ["Land_MilOffices_V1_F", 1], ["Land_Offices_01_V1_F", 0], ["Land_Radar_F", 2], ["Land_Research_house_V1_F", 3], ["Land_Research_HQ_F", 3], ["Land_Slum_House01_F", 0], ["Land_Slum_House02_F", 0], ["Land_Slum_House03_F", 0], ["Land_spp_Tower_F", 2], ["Land_Unfinished_Building_01_F", 2], ["Land_Unfinished_Building_02_F", 2], ["Land_u_Addon_01_V1_F", 0], ["Land_u_Addon_02_V1_F", 0], ["Land_u_Barracks_V2_F", 1], ["Land_u_House_Big_01_V1_F", 0], ["Land_u_House_Big_02_V1_F", 0], ["Land_u_House_Small_01_V1_dam_F", 0], ["Land_u_House_Small_01_V1_F", 0], ["Land_u_House_Small_02_V1_dam_F", 0], ["Land_u_House_Small_02_V1_F", 0], ["Land_u_Shed_Ind_F", 2], ["Land_u_Shop_01_V1_F", 0], ["Land_u_Shop_02_V1_F", 0], ["Land_WIP_F", 2] ]; Link to comment Share on other sites More sharing options...
V1va Posted April 12, 2015 Report Share Posted April 12, 2015 @Cameltoe ^ this dont work.... mags in magazines and not to the guns.... So currently no way to spawn a gun with 1-3 mags of its specific ammo? Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted April 12, 2015 Report Share Posted April 12, 2015 i like it like that, it means you have to farm, and you have to move about. Something people are seriously forgetting how to do! Link to comment Share on other sites More sharing options...
Cameltoe Posted April 14, 2015 Report Share Posted April 14, 2015 So currently no way to spawn a gun with 1-3 mags of its specific ammo? I found a solution: in your fn_LSgetBuildingstospawnLoot.SQF find //special for weapons if(_lootType == 1) exitWith { _lootholder = createVehicle ["GroundWeaponHolder", _tmpPos, [], 0, "CAN_COLLIDE"]; _selecteditem = (floor(random(count((lootWeapon_list select _lootClass) select 1)))); _loot = (((lootWeapon_list select _lootClass) select 1) select _selecteditem); _lootholder addWeaponCargoGlobal [_loot, 1]; _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; and right after that insert this //Function to add the right magazine for a weapon. _ammo = [] + getArray (configFile >> "cfgWeapons" >> _loot >> "magazines"); _lootholder addMagazineCargoGlobal [(_ammo select 0),(round(random 3))]; //max 3 magazines per weapon //end custom funtion _lootholder setdir (random 360); _lootholder setPosATL _spwnPos; where this (round(random 3) number defines how many magazines will spawn. Link to comment Share on other sites More sharing options...
DirtySanchez Posted April 14, 2015 Report Share Posted April 14, 2015 That was found in the @mas lootspawner post. There the example gave you random 2.Its been working since last year when I added it to the server. Link to comment Share on other sites More sharing options...
Cameltoe Posted April 14, 2015 Report Share Posted April 14, 2015 That was found in the @mas lootspawner post. There the example gave you random 2. Its been working since last year when I added it to the server. Pretty helpful to post this after i found the solution myself... (in a downloaded mission.pbo) Link to comment Share on other sites More sharing options...
scottnkc Posted April 15, 2015 Report Share Posted April 15, 2015 i need some help i get this in rpt file it spams if (({_x == _loot} count exclcontainer_list) > 0) th> 22:46:58 Error position: <_loot} count exclcontainer_list) > 0) th> 22:46:58 Error Undefined variable in expression: _loot 22:46:58 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 140 22:46:58 Error in expression <d", "repairkit", true]; this is what in file }; //if container clear its cargo if (({_x == _loot} count exclcontainer_list) > 0) then { clearWeaponCargoGlobal _lootholder; clearMagazineCargoGlobal _lootholder; clearBackpackCargoGlobal _lootholder; clearItemCargoGlobal _lootholder; }; //_lootholder setPosATL _spwnPos; }; }; i haven edeted any thing just install it thanks scott Link to comment Share on other sites More sharing options...
Mjolnir Posted April 15, 2015 Report Share Posted April 15, 2015 Is it just me or does a lot of this loot spawn floating a floor or so off the ground? Link to comment Share on other sites More sharing options...
Slowekistan Posted April 17, 2015 Report Share Posted April 17, 2015 Is there a way to create more buildingPos entries for each building? Chernarus Plus buildings don't have any. Link to comment Share on other sites More sharing options...
Prof.Heini Posted April 23, 2015 Report Share Posted April 23, 2015 Hey guys, I have problems, too! I have added @MAS Weapons, but It's not working! I can connect to Server. it's fine, but no Loot is spawning on the ground! Without the MAS Weapons It works perfect! Here's my LSlootLists.sqf Where's the mistake? // Lootspawner junction lists for classes to spawn-/lootable items // Author: Na_Palm (BIS forums) //------------------------------------------------------------------------------------- //here place Weapons an usable items (ex.: Binocular, ...) //used with addWeaponCargoGlobal //"lootWeapon_list" array of [class, [weaponlist]] // class : 0-civil, 1-military, ... (add more as you wish) // weaponlist : list of weapon names lootWeapon_list = [ [ 0, [ // CIVIL "arifle_MK20C_F", "arifle_MK20_F", "arifle_TRG20_F", "arifle_TRG21_F", "Binocular", "hgun_ACPC2_F", "hgun_P07_F", "hgun_PDW2000_F", "hgun_Rook40_F", "SMG_01_F", // Vermin .45 ACP "SMG_02_F", // Sting 9mm "srifle_EBR_F" //"arifle_SDAR_F", ]],[ 1, [ // MILITARY //Markmans DLC Machine "MMG_01_hex_F", "MMG_01_tan_F", "MMG_02_camo_F", "MMG_02_black_F", "MMG_02_sand_F", //Marksman DLC sniper rifles "srifle_DMR_02_F", "srifle_DMR_02_camo_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_03_khaki_F", "srifle_DMR_03_tan_F", "srifle_DMR_03_multicam_F", "srifle_DMR_03_woodland_F", "srifle_DMR_03_spotter_F", "srifle_DMR_04_Tan_F", "srifle_DMR_05_blk_F", "srifle_DMR_05_hex_F", "srifle_DMR_05_tan_f", "srifle_DMR_06_camo_F", "srifle_DMR_06_olive_F", //marksman DLC End "arifle_Katiba_C_F", "arifle_Katiba_F", "arifle_Katiba_GL_F", "arifle_Mk20C_F", "arifle_Mk20_F", "arifle_Mk20_GL_F", "arifle_MXC_F", //MAS Addon Sniper "srifle_mas_m107", "srifle_mas_svd", "srifle_mas_ksvk", "srifle_mas_vss", //MAS Addon Rifles "arifle_mas_m4", "arifle_mas_m4_gl", "arifle_mas_mk17_gl", "arifle_mas_g3", "arifle_mas_m14", "srifle_mas_hk417", "hgun_mas_mp7_F", "arifle_mas_ak_74m", "arifle_mas_ak_74m_gl", //MAS Addon Maschinegun "LMG_mas_Mk48_F", "LMG_mas_rpk_F", //MAS Addon Weapons End "arifle_MXM_F", "arifle_MX_F", "arifle_MX_GL_F", "arifle_MX_SW_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", "arifle_TRG21_GL_F", "Binocular", "hgun_ACPC2_snds_F", "hgun_P07_snds_F", "hgun_PDW2000_F", "hgun_Rook40_snds_F", "LMG_Mk200_F", "LMG_Zafir_F", "Rangefinder", "SMG_01_F", // Vermin .45 ACP "SMG_02_F", // Sting 9mm "srifle_EBR_F", "srifle_GM6_F", "srifle_LRR_F" ]],[ 2, [ // INDUSTRIAL // Marksman DLC sniper rifles "srifle_DMR_02_F", "srifle_DMR_02_camo_F", "srifle_DMR_02_sniper_F", "srifle_DMR_03_F", "srifle_DMR_03_khaki_F", "srifle_DMR_03_tan_F", "srifle_DMR_03_multicam_F", "srifle_DMR_03_woodland_F", "srifle_DMR_03_spotter_F", "srifle_DMR_04_Tan_F", "srifle_DMR_05_blk_F", "srifle_DMR_05_hex_F", "srifle_DMR_05_tan_f", "srifle_DMR_06_camo_F", "srifle_DMR_06_olive_F", //marksman DLC End "arifle_Katiba_C_F", "arifle_Mk20C_F", "arifle_Mk20_F", "arifle_MXC_F", "arifle_SDAR_F", "arifle_TRG20_F", "arifle_TRG21_F", // MAS Sniper "srifle_mas_m107", "srifle_mas_svd", "srifle_mas_ksvk", "srifle_mas_vss", // MAS Sniper End "Binocular", "SMG_01_F", // Vermin .45 ACP "SMG_02_F" // Sting 9mm ]],[ 3, [ // RESEARCH "arifle_Katiba_GL_F", "arifle_MXC_F", "arifle_MXM_F", "arifle_MX_GL_F", "Rangefinder", "srifle_GM6_F", "srifle_LRR_F" ]]]; //here place magazines, weaponattachments and bodyitems(ex.: ItemGPS, ItemMap, Medikit, FirstAidKit, Binoculars, ...) //used with addMagazineCargoGlobal //"lootMagazine_list" array of [class, [magazinelist]] // class : 0-civil, 1-military, ... (add more as you wish) // magazinelist: list of magazine names lootMagazine_list = [ [ 0, [ // CIVIL "16Rnd_9x21_Mag", "20Rnd_556x45_UW_mag", "20Rnd_762x51_Mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "30Rnd_9x21_Mag", "9Rnd_45ACP_Mag", "HandGrenade" ]],[ 1, [ // MILITARY //Marksman DLC Ammo "10Rnd_338_Mag", "10Rnd_127x54_Mag", "150Rnd_93x64_Mag", "10Rnd_93x64_DMR_05_Mag", //Marksman DLC End "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag_Tracer", "150Rnd_762x51_Box", "150Rnd_762x51_Box_Tracer", "16Rnd_9x21_Mag", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box_Tracer", "20Rnd_556x45_UW_mag", "20Rnd_762x51_Mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Yellow", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_9x21_Mag", "5Rnd_127x108_Mag", // MAS MAGZ "20Rnd_mas_762x51_Stanag", "5Rnd_mas_127x99_Stanag", "40Rnd_mas_46x30_Mag" "100Rnd_mas_762x51_Stanag", "30Rnd_mas_545x39_mag", "1Rnd_HE_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "100Rnd_mas_545x39_mag", "5Rnd_mas_127x108_mag", "20Rnd_mas_9x39_mag" "10Rnd_mas_762x54_mag", // MAS MAGZ END "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "7Rnd_408_Mag", "9Rnd_45ACP_Mag", // MAS Addon Ammo // MAS Addon Ammo End "HandGrenade", "MiniGrenade" ]],[ 2, [ // INDUSTRIAL //Marksman DLC "10Rnd_338_Mag", "10Rnd_127x54_Mag", "150Rnd_93x64_Mag", "10Rnd_93x64_DMR_05_Mag", //Marksman DLC End "20Rnd_556x45_UW_mag", "30Rnd_45ACP_Mag_SMG_01", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Yellow", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "30Rnd_65x39_caseless_green", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_9x21_Mag", "Chemlight_blue", "Chemlight_green", "Chemlight_red", "Chemlight_yellow" ]],[ 3, [ // RESEARCH "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_65x39_caseless_green", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "30Rnd_65x39_caseless_green", "5Rnd_127x108_Mag", "7Rnd_408_Mag" ]]]; //here place hats, glasses, clothes, uniforms, vests //used with addItemCargoGlobal //"lootItem_list" array of [class, [itemlist]] // class : 0-civil, 1-military, ... (add more as you wish) // itemlist : list of item names lootItem_list = [ [ 0, [ // CIVIL "acc_flashlight", "muzzle_snds_acp", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", // .45 ACP "muzzle_snds_L", // 9mm "optic_Aco", "optic_ACO_grn", "optic_aco_smg", "optic_Holosight", "optic_Holosight_smg", "ItemRadio", "ItemCompass", "ItemWatch" ]],[ 1, [ // MILITARY "acc_flashlight", "acc_pointer_IR", "ItemCorrugated", "EnergyPack", "Repair_EPOCH", "Heal_EPOCH", "MultiGun", "ItemGPS", "Medikit", "muzzle_snds_acp", // .45 ACP "muzzle_snds_B", // 7.62mm "muzzle_snds_H", // 6.5mm "muzzle_snds_H_MG", // 6.5mm LMG "muzzle_snds_L", // 9mm "muzzle_snds_M", // 5.56mm //Marksman DLC Muzzles "muzzle_snds_338_black", "muzzle_snds_338_green", "muzzle_snds_93mmg", "muzzle_snds_93mmg_tan", //Marksman DLC End "NVGoggles", "optic_Aco", "optic_ACO_grn", "optic_aco_smg", "optic_Arco", "optic_Hamr", "optic_Holosight", "optic_Holosight_smg", "optic_Nightstalker", "optic_NVS", "optic_SOS", //Marksman DLC Items "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", "bipod_01_F_snd", "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_02_F_blk", "bipod_02_F_tan", "bipod_02_F_hex", "bipod_03_F_blk", "bipod_03_F_oli", //Marksman DLC End // MAS Weapons Optics "acc_mas_pointer_IR", "muzzle_mas_snds_L", "muzzle_mas_snds_LM", "muzzle_mas_snds_C", "muzzle_mas_snds_M", "muzzle_mas_snds_Mc", "muzzle_mas_snds_MP7", "muzzle_mas_snds_AK", "muzzle_mas_snds_SVD", "muzzle_mas_snds_KSVK", "optic_mas_DMS", "optic_mas_DMS_c", "optic_mas_Holosight_camo", "optic_mas_Arco_blk", "optic_mas_Arco_camo", "optic_mas_Hamr_camo", "optic_mas_Aco_camo", "optic_mas_MRCO_camo", "optic_mas_acog", "optic_mas_acog_c", "optic_mas_acog_eo", "optic_mas_acog_rd", "optic_mas_aim", "optic_mas_PSO", "optic_mas_PSO_c" // MAS Weapons Optics End ]],[ 2, [ // INDUSTRIAL //Marksman DLC "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", //Marksman DLC "bipod_01_F_snd", "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_02_F_blk", "bipod_02_F_tan", "bipod_02_F_hex", "bipod_03_F_blk", "bipod_03_F_oli", //Marksman DLC End "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "ItemCompass", "ItemMap", "ItemWatch" ]],[ 3, [ // RESEARCH //Marksman DLC "optic_AMS", "optic_AMS_khk", "optic_AMS_snd", "optic_KHS_blk", "optic_KHS_hex", "optic_KHS_old", "optic_KHS_tan", //Marksman DLC End "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "ItemGPS", "Medikit", "NVGoggles", "optic_Nightstalker", "optic_NVS", "optic_SOS" ]]]; //here place backpacks, parachutes and packed drones/stationary //used with addBackpackCargoGlobal //"lootBackpack_list" array of [class, [backpacklist]] // class : 0-civil, 1-military, ... (add more as you wish) // backpacklist: list of backpack names lootBackpack_list = [ [ 0, [ // CIVIL "smallbackpack_teal_epoch", // 64 Mags "smallbackpack_pink_epoch" ]],[ 1, [ // MILITARY "B_AssaultPack_cbr", "B_AssaultPack_mcamo", "B_AssaultPack_ocamo", "B_AssaultPack_rgr" ]],[ 2, [ // INDUSTRIAL //Marksman DLC "U_O_FullGhillie_lsh", "U_O_FullGhillie_sard", "U_O_FullGhillie_ard", //Marksman DLC End "B_AssaultPack_sgg", "B_Carryall_cbr", "B_Carryall_oli", "B_Carryall_oucamo" ]],[ 3, [ // RESEARCH "B_FieldPack_blk", "B_FieldPack_cbr", "B_FieldPack_khk", "B_FieldPack_ocamo" ]]]; //here place any other objects(ex.: Land_Basket_F, Box_East_Wps_F, Land_Can_V3_F, ...) //used with createVehicle directly //"lootworldObject_list" array of [class, [objectlist]] // class : 0-civil, 1-military, ... (add more as you wish) // objectlist : list of worldobject names lootworldObject_list = [ [ 0, [ // CIVIL "WhiskeyNoodle", "Hatchet", "MeleeSledge", "ItemLockBox", "ItemCorrugated", "EnergyPack", "CinderBlocks", "MortarBucket", "ChainSaw" // Jerrycan ]],[ 1, [ // MILITARY "ItemSodaOrangeSherbet", "ItemSodaRbull", "sardines_epoch", "meatballs_epoch", "scam_epoch", "sweetcorn_epoch", "emptyjar_epoch", "CircuitParts" // repairkit ]],[ 2, [ // INDUSTRIAL "ItemSodaOrangeSherbet", "ItemSodaRbull", "sardines_epoch", "meatballs_epoch", "scam_epoch", "sweetcorn_epoch", "emptyjar_epoch" // repairkit ]],[ 3, [ // RESEARCH "ItemSodaOrangeSherbet", "ItemSodaRbull", "sardines_epoch", "meatballs_epoch", "scam_epoch", "sweetcorn_epoch", "emptyjar_epoch" // repairkit ]]]; Link to comment Share on other sites More sharing options...
Sonin Posted April 24, 2015 Report Share Posted April 24, 2015 Has anybody the LSLootLists with mas weapons without scops and the new DLC weapons? With the loots.h only there is no loot and with the LSpawner are the weapons with to mutch attachments. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted April 28, 2015 Report Share Posted April 28, 2015 Getting some errors in my server log: 13:44:14 Error in expression <ditem); _lootholder addItemCargoGlobal [_loot, 1]; _lootholder setdir (random 36> 13:44:14 Error position: <_loot, 1]; _lootholder setdir (random 36> 13:44:14 Error Undefined variable in expression: _loot 13:44:14 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 104 13:44:14 Error in expression <m); _lootholder addBackpackCargoGlobal [_loot, 1]; _lootholder setdir (random 36> 13:44:14 Error position: <_loot, 1]; _lootholder setdir (random 36> 13:44:14 Error Undefined variable in expression: _loot 13:44:14 File loot_addon\LSpawner\fn_LSgetBuildingstospawnLoot.sqf, line 113 Link to comment Share on other sites More sharing options...
Phantomkiller Posted April 28, 2015 Report Share Posted April 28, 2015 works at the map Taviana?but have it installed The problem is that no loot is because I do not know where the error is to start the script this may be the fault that nothing spawns "LSpawner INIT" "LSpawner Started" "-- LOOTSPAWNER initialise ------------------------" 15:04:06 "-- !!LOOTSPAWNER WARNING!! in Buildingstoloot_list: Land_Castle_01_tower_F has no building positions --" 15:04:06 "-- LOOTSPAWNER Buildingpositions_list ready, d: 18.653s" 15:04:06 "-- LOOTSPAWNER LSusedclass_list ready, d: 0.278999s" 15:04:06 "-- LOOTSPAWNER LSDer started..." 15:04:06 "-- LOOTSPAWNER ready and waiting for players -----" 15:04:06 "- !! WARNING !! LOOTSPAWNER in Buildingstoloot_list: Land_Castle_01_tower_F has no building positions -" Link to comment Share on other sites More sharing options...
Suppe Posted April 28, 2015 Author Report Share Posted April 28, 2015 @ Phantom there are no errors.... u use the wrong houseshotlist i bet........ use the cherno buildinglist..... Link to comment Share on other sites More sharing options...
Phantomkiller Posted April 28, 2015 Report Share Posted April 28, 2015 why spawns there is nothing I do not understandI have done everything right but make no loot on Taviana me a coupleis there any where help someone help mewould donate for the help GER warum spawnt da nix das verstehe ich nicht ich habe alles richtig gemacht aber kein loot auf taviana mir ein paar stellen gibt es da irgend wo hilfe das mir jemand hilft würde auch für die hilfe spenden Link to comment Share on other sites More sharing options...
Suppe Posted April 28, 2015 Author Report Share Posted April 28, 2015 u use the wrong LSlootBuildings.sqf !!!! for tavi take the cherno LSlootBuildings.sqf ! GER Du benutzt die falsche LSlootBuildings.sqf, du benutzt garntiert die altis LSlootBuildings.sqf, es gibt keine arma3 gebäude in tavi, benutzt die cherno LSlootBuildings.sqf und du hast loot ! wenn nicht sag nochmal bescheid..... Link to comment Share on other sites More sharing options...
Phantomkiller Posted April 28, 2015 Report Share Posted April 28, 2015 I have downloaded the script from here // Lootspawner junction list for buildings to classes // Author: Na_Palm (BIS forums) //------------------------------------------------------------------------------------- //"Buildingstoloot_list" array of [buildingname, class] // buildingname: building class name (in editor debug console use "typeof BIS_fnc_camera_target" // to monitor and then copy/paste or any other method you know...) // class: 0-civil, 1-military, ... (add more as you wish) // //!!!EVERY building must have only ONE entry here AND been in ONE class!!! //------------------------------------------------------------------------------------- Buildingstoloot_list = [ // Taviana ["Land_dum_olezlina", 1], ["Land_dum_mestro2", 1], ["Land_garaz_mala", 1], ["Land_dum_rasovna", 1], ["Land_A_Hospital", 1], ["Land_Hangar_2", 1], ["Land_hut_old02", 1], ["Land_HouseBlock_84", 1], ["Land_A_Pub_01", 1], ["Land_dum_mestro_in", 1], ["Land_Church_03", 0], ["Land_garaz", 1], ["Land_A_FuelStation_Build", 1], ["Land_A_Castle_Gate", 1], ["Land_HouseV_1l4", 1], ["Land_Misc_PowerStation", 1], ["Land_Ind_Garage01", 1], ["Land_Barn_Metal", 1], ["Land_Ind_mlyn_01", 1], ["Land_sara_hasic_zbroj", 1], ["Land_stodola_old_open", 1], ["Land_a_stationhouse", 1], ["Land_Farm_Cowshed_b", 1], ["Land_Mil_guardhouse", 1], ["Land_deutshe_mini", 1], ["Land_Barn_W_02", 1], ["Land_budova4_in", 1], ["Land_A_MunicipalOffice", 1], ["Land_budova4_in", 1], ["Land_A_Castle_Bergfrit", 0], ["Land_Ind_TankBig", 1], ["Land_Mil_ControlTower", 1], ["Land_Mil_House", 1], ["Land_A_Office01", 1], ["Land_Tovarna2", 1], ["Land_Ind_SiloVelke_01", 1], ["Land_Hildac_budka", 1], ["Land_Misc_deerstand", 1], ["Land_Mil_Barracks", 1], ["Land_A_Office02", 1], ["Land_Farm_Cowshed_a", 1], ["Land_Ind_SiloVelke_02", 1], ["Land_Mil_Barracks_i", 1], ["Land_repair_center", 1], ["Land_Shed_Ind02", 1], ["Land_HouseB_Tenement", 1], ["Land_Panelak3", 1], ["Land_Panelak2", 1], ["Land_HouseBlock_A1", 1], ["Land_HouseBLock_86", 1], ["Land_A_BuildingWIP", 1], ["Land_Ind_Pec_03b", 1], ["Land_stodola_old_open", 1], ["Land_ZalChata", 1], ["Land_Tav_Panelak", 1], ["Land_Tav_Panelak3", 1], ["Land_Tav_Panelak2", 1], ["LAND_Big_Panelak", 1], ["Land_tav_Ind_Pec_03", 1], ["LAND_shopping_sab1", 1], ["LAND_konecna", 1], ["Land_Ss_hangar", 1], ["LAND_Galerie", 1], ["LAND_parlament_geo1", 1], ["LAND_Domek_zluty_BEZ", 1], ["Land_Ind_Vysypka", 1], ["Land_Building_R", 1], ["Land_Hotel", 1], ["LAND_shopping_sab5", 1], ["LAND_hospoda", 1], ["LAND_domek_radnice", 1], ["LAND_Zachytka", 1], ["Land_Skola", 1], ["LAND_bus_depo_geo1", 1], ["LAND_bus_depo_geo2", 1], ["Land_tav_houseblock_b1", 1], ["Land_tav_houseblock_b4_in", 1], ["LAND_Garaz_velka", 1], ["LAND_Hotel_Marcornio", 1], ["LAND_shopping_sab2", 1], ["LAND_Nadrazi_sabina", 1], ["LAND_spital", 1] ]; Link to comment Share on other sites More sharing options...
Suppe Posted April 28, 2015 Author Report Share Posted April 28, 2015 please use "spoiler" here in the forum.... and what is in your shotlist ? the Buildingstoloot_list looks right..... or please post all your settings: shotlist.sqf and Lootspawner.sqf.... but please in a "spoiler" Link to comment Share on other sites More sharing options...
Phantomkiller Posted April 28, 2015 Report Share Posted April 28, 2015 GER sorry das ich keine spoiler benutze ich werde hier alles posten in eine rar datei was ich runtergeladen habe ENG sorry I do not spoiler I use'll post in a rar file here everything I've downloaded Epoch Taviana Stuff.zip Link to comment Share on other sites More sharing options...
Suppe Posted May 1, 2015 Author Report Share Posted May 1, 2015 GER sorry das ich keine spoiler benutze ich werde hier alles posten in eine rar datei was ich runtergeladen habe ENG sorry I do not spoiler I use'll post in a rar file here everything I've downloaded with this settings u have loot !!! a little bit rare but, it looks good..... open the LootSpawner.SQF - line 20 - _chperSpot = 20; change to _chperSpot = 100; and look again.... Link to comment Share on other sites More sharing options...
Suppe Posted May 4, 2015 Author Report Share Posted May 4, 2015 Update: (only examples, nothing in the script self has changed) Changelog: Version 1.2 - added a complete Bornholm LSlootBuildings.sqf - added more examples: - added a Epoch furniture example ! (spawn more Epoch furnitures) for maximum Loot ! - added a example with LSLootLists with @MAS and DLC weapons Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted May 10, 2015 Report Share Posted May 10, 2015 anyone know how I can edit it so only 1 items spawns on each loot spot instead of a group? Link to comment Share on other sites More sharing options...
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